Sierra 117/Walkthrough: Difference between revisions

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{{Status|Gameplay}}
{{Cleanup}}
{{Cleanup}}
{{Walkthrough Infobox
{{Walkthrough infobox
|pagelabel=Walkthrough
||era=[[Halo 3]]
|era=[[Halo 3]]
|prev=[[Arrival]]
|prev=[[Arrival]]
|next=[[Crow's Nest (level)/Walkthrough|Crow's Nest]]
|next=[[Crow's Nest (level)/Walkthrough|Crow's Nest]]
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*Find and rescue [[Avery Johnson|Johnson]]
*Find and rescue [[Avery Johnson|Johnson]]
|location=Near [[Mount Kilimanjaro]], [[Tanzania]], [[Africa]]
|location=Near [[Mount Kilimanjaro]], [[Tanzania]], [[Africa]]
|starting weapons=[[MA5C assault rifle|Assault rifle]] <br> [[M6G magnum|Magnum]]
|starting weapons=[[MA5C assault rifle|Assault rifle]] <br> [[Magnum#Halo_3|Magnum]]
|new weapons=
|new weapons=
|enemies=*[[Jiralhanae]]
|enemies=*[[Jiralhanae]]
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== Overview ==
== Overview ==
The vast majority of enemies in the level are [[Unggoy|Grunts]]. Each group of hostiles is led by at least one [[Jiralhanae|Brute]]. [[Kig-yar|Jackals]] appear infrequently, with [[Carbine]]-wielding Jackals being quite rare. Weak weapons, such as the [[Plasma Pistol]] and [[Spiker]], are very common. Power weapons are nearly non-existent, and scoped weapons are rare until late in the level. [[Vehicles]], with the exception of non-drivable ones like [[Phantoms]] and [[Pelicans]], do not appear.
The vast majority of enemies in the level are [[Unggoy|Grunts]]. Each group of hostiles is led by at least one [[Jiralhanae|Brute]]. [[Kig-yar|Jackals]] appear infrequently, with [[Carbine]]-wielding Jackals being quite rare. Weak weapons, such as the [[Plasma Pistol]] and [[Paegaas Workshop Spiker]], are very common. Power weapons are nearly non-existent, and scoped weapons are rare until late in the level. [[Vehicles]], with the exception of non-drivable ones like [[Phantoms]] and [[Pelicans]], do not appear.


== Statistics ==
== Statistics ==
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|-
|-
!New Weapons:  
!New Weapons:  
|[[MA5C Assault Rifle|Assault Rifle]], [[BR55HB SR Battle Rifle|Battle Rifle]], [[Type-50 particle beam rifle]], [[Brute Shot]], [[Carbine]], [[Frag Grenade]], [[Gravity Hammer]], [[AIE-486H Heavy Machine Gun|Machine Gun Turret]], [[Magnum]], [[Needler]], [[Plasma Cannon]], [[Plasma Grenade]], [[Plasma Pistol]], [[Sniper Rifle]], [[Spiker]]
|[[MA5C Assault Rifle|Assault Rifle]], [[BR55HB SR Battle Rifle|Battle Rifle]], [[Type-50 particle beam rifle]], [[Brute Shot]], [[Carbine]], [[Frag Grenade]], [[Gravity hammer (fiction)|gravity hammer]], [[AIE-486H Heavy Machine Gun|Machine Gun Turret]], [[Magnum#Halo_3|Magnum]], [[Needler]], {{Pattern|Pek|plasma cannon}}, {{Pattern|Anskum|plasma grenade}}, [[Plasma Pistol]], [[Sniper_Rifle#Halo_3_and_Halo_3:_ODST|Sniper Rifle]], [[Paegaas Workshop Spiker]]
|}
|}


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|-
|-
|colspan=1|'''Master Chief Secondary Weapon<br />Solo'''
|colspan=1|'''Master Chief Secondary Weapon<br />Solo'''
|colspan=1| [[M6G Magnum]]
|colspan=1| [[Magnum#Halo_3|Magnum]]
|colspan=1| M6G Magnum
|colspan=1| M6G Magnum
|colspan=1| M6G Magnum
|colspan=1| M6G Magnum
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|-
|-
|colspan=1|'''Thel 'Vadam Secondary Weapon<br />N'tho 'Sraom Secondary Weapon<br />Usze 'Taham Secondary Weapon'''
|colspan=1|'''Thel 'Vadam Secondary Weapon<br />N'tho 'Sraom Secondary Weapon<br />Usze 'Taham Secondary Weapon'''
|colspan=1| [[Type-25 Directed Energy Rifle]]
|colspan=1| {{Pattern|Okarda'phaa|plasma rifle}}
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
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|-
|-
|colspan=1|'''Thel 'Vadam Grenades<br />N'tho 'Sraom Grenades<br />Usze 'Taham Grenades'''
|colspan=1|'''Thel 'Vadam Grenades<br />N'tho 'Sraom Grenades<br />Usze 'Taham Grenades'''
|colspan=1| 2 [[Type-1 Antipersonnel Grenade]]
|colspan=1| 2 {{Pattern|Anskum|plasma grenade}}
|colspan=1| 2 [[Type-1 Antipersonnel Grenade]]
|colspan=1| 2 {{Pattern|Anskum|plasma grenade}}
|colspan=1| 2 [[Type-1 Antipersonnel Grenade]]
|colspan=1| 2 {{Pattern|Anskum|plasma grenade}}
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
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Alternatively, you can try to stick the Phantom's door gunner as it drops off reinforcements. If you succeed, you will easily kill three or four Grunts and secure yourself a Plasma Cannon for later use.
Alternatively, you can try to stick the Phantom's door gunner as it drops off reinforcements. If you succeed, you will easily kill three or four Grunts and secure yourself a Plasma Cannon for later use.


If you head right, near the cliffs, you will find the [[Halo 3 Skulls#Blind|Blind]] [[Halo 3 Skulls|skull]]. If you prefer close-range combat, you may find its massive [[melee]] damage useful.
If you head right, near the cliffs, you will find the [[Halo 3 skulls#Blind|Blind]] [[Halo 3 skulls|skull]]. If you prefer close-range combat, you may find its massive [[melee]] damage useful.


There are two packs farther up the trail. Both are led by Brutes with a Brute Shot; the skull's melee and the Noob Combo are both excellent ways to dispatch the first. The second likes to hide behind trees, so watch your back and check your corners. When these two packs are down, drop the skull, restock on Brute Shot shells, and keep moving.
There are two packs farther up the trail. Both are led by Brutes with a Brute Shot; the skull's melee and the Noob Combo are both excellent ways to dispatch the first. The second likes to hide behind trees, so watch your back and check your corners. When these two packs are down, drop the skull, restock on Brute Shot shells, and keep moving.
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===Safe Method===
===Safe Method===
After the cutscene ends, use your Sniper Rifle to take out the Beam Rifle Jackals. There's two of them, one walking on above the prison and one on the buildings behind the prison. Kill the one standing on the prison first, because the other Jackal will probaly not notice where the shot came from. Snipe him too, then swap to your Battle Rifle. Kill the Jackal with a Carbine just below you. Poke your head out, kill the alien that back pedal to safety. Now, you will notice that the Chieftain is on the dam. Four shots will kill, then his Brutes will roar and charge. Kill them as well and your Sniper Rifle. Take care of the Ultras first, as they posses stronger weapons and shields. If you missed some, wait until they come through the dam, then follow Arbiter. Kill the Grunts, and when you finished, the Arbiter should have finished the Brute stragglers with his Sword. If he dies, hide behind a rock or a box until the Arbiter rise.
After the cutscene ends, use your Sniper Rifle to take out the Beam Rifle Jackals. There's two of them, one walking on above the prison and one on the buildings behind the prison. Kill the one standing on the prison first, because the other Jackal will probaly not notice where the shot came from. Snipe him too, then swap to your Battle Rifle. Kill the Jackal with a Carbine just below you. Poke your head out, kill the alien that back pedal to safety. Now, you will notice that the Chieftain is on the dam. Four shots will kill, then his Brutes will roar and charge. Kill them as well and your Sniper Rifle. Take care of the Ultras first, as they posses stronger weapons and shields. If you missed some, wait until they come through the dam, then follow Arbiter. Kill the Grunts, and when you finished, the Arbiter should have finished the Brute stragglers with his Sword. If he dies, hide behind a rock or a box until the Arbiter rise.


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===Dangerous Method===
===Dangerous Method===
Look to the dam straight ahead of you, but step back a little. There are two Jackals with Beam Rifles across the way, and several armed with Carbines scattered around. Zoom in with your sniper rifle, and look at the right side, near the building on the right end of the dam. There should be a [[Brute Captain Major]] standing there. Take him out with one or two well-placed sniper rounds. Next—remembering that all of this happens quickly—look at the left end of the dam (as far left as you can see, where the building on the left end of the dam starts). There should be a [[Brute Captain Ultra]] standing there. Take him out the same way you did the major. Next, another [[Brute Captain Ultra]] will run past the one you just killed. Occasionally he will run past the one you are firing upon, giving you two kills for one shot (which is nice when you have no more than 24 rounds to work with). Reload now, even if you still have a round in the rifle. Once the two [[Brute Captain Ultra]]s are dead, a [[Brute Chieftain]] will run out from the same area the second Brute Captain Ultra ran out from.
Look to the dam straight ahead of you, but step back a little. There are two Jackals with Beam Rifles across the way, and several armed with Carbines scattered around. Zoom in with your sniper rifle, and look at the right side, near the building on the right end of the dam. There should be a [[Brute Captain Major]] standing there. Take him out with one or two well-placed sniper rounds. Next—remembering that all of this happens quickly—look at the left end of the dam (as far left as you can see, where the building on the left end of the dam starts). There should be a [[Brute Captain Ultra]] standing there. Take him out the same way you did the major. Next, another [[Brute Captain Ultra]] will run past the one you just killed. Occasionally he will run past the one you are firing upon, giving you two kills for one shot (which is nice when you have no more than 24 rounds to work with). Reload now, even if you still have a round in the rifle. Once the two [[Brute Captain Ultra]]s are dead, a [[Brute Chieftain]] will run out from the same area the second Brute Captain Ultra ran out from.


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Upon rescuing Johnson from the makeshift prison the Brutes made, you will have one final engagement. Two Phantoms will arrive dropping a number of Brutes and Grunts. Engage them on the bridge and kill all of them. Alternatively, you can stay behind the prison, using a nearby box as cover and scoring headshots on the first wave of Grunts. Pelican [[Kilo 023]] will then fire upon the Phantoms, destroying them easily. Hop aboard the Pelican to complete the level and begin the cinematic.
Upon rescuing Johnson from the makeshift prison the Brutes made, you will have one final engagement. Two Phantoms will arrive dropping a number of Brutes and Grunts. Engage them on the bridge and kill all of them. Alternatively, you can stay behind the prison, using a nearby box as cover and scoring headshots on the first wave of Grunts. Pelican [[Kilo 023]] will then fire upon the Phantoms, destroying them easily. Hop aboard the Pelican to complete the level and begin the cinematic.


The [[Halo 3 Skulls#Iron|Iron]] skull can be obtained in this area with minimal work.
The [[Halo 3 skulls#Iron|Iron]] skull can be obtained in this area with minimal work.


{{succession box | before = ''none'' <br />| title = Halo 3 Campaign Walkthrough for: | years = '''''Sierra 117''''' |after = ''[[Crow's Nest (Level)/Walkthrough|Crow's Nest]]''}}
{{succession box | before = ''none'' <br />| title = Halo 3 Campaign Walkthrough for: | years = '''''Sierra 117''''' |after = ''[[Crow's Nest (Level)/Walkthrough|Crow's Nest]]''}}